Random Noise Dissolve Shader
To create a random noise dissolve effect, create a new material and under the shader option use “Shader Graphs/SF_DissolveNoise”
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Then assign the created material to your desired gameobject.
Go back to the material and configure the shader options according to your needs.
The default surface options are enabled by the shader graph, so you can configure them for your needs. Also you can add base, normal, metal and emission maps
Dissolve Specific configuration
Color: Specifies the dissolve color
Noise: Specifies the strength of the dissolve noise
In the image on the left has a strength of 10 compared to 50 on the right
Edge Thickness: specify the thickness of the dissolve edge
The image on the left shows a thickness of 0.08, compared to 0.034 on the right
Dissolve to texture
This feature allows you to not only dissolve the object itself, but to actually dissolve it from the base texture to another texture that you can specify. To achieve this effect, set the “Enable dissolved texture” property to true. And add the “dissolved Texture”. The “Disable transparency” property allows you to enable or disable the transparency after the dissolving.
For the next example we are going to use this configuration:
Here is an example with “disable transparency” set to true:
With “disable transparency” set to false, the example looks like this:
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